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Global Recreation Market (2022 to 2031) – Featuring Maruhan, Flutter Entertainment and Tabcorp Holdings Among Others

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The “Recreation Global Market Report 2022, By Type, Age Group, Revenue Source” report has been added to ResearchAndMarkets’ offering.

This report provides strategists, marketers and senior management with the critical information they need to assess the global recreation market as it emerges from the Covid 19 shut down.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis

Description:

Where is the largest and fastest growing market for the recreation? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Recreation market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider recreation market, and compares it with other markets.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, the impact of the Covid 19 virus and forecasting its recovery.
  • Market segmentations break down market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the impact and recovery trajectory of Covid 19 for all regions, key developed countries and major emerging markets.
  • Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
  • The recreation market section of the report gives context. It compares the recreation market with other segments of the recreation market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, recreation indicators comparison.

Major companies in the recreation market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterias y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc., The Hong Kong Jockey Club, Tabcorp Holdings Ltd., CJ Corp. and Oriental Land Company Ltd.

The global recreation market is expected to grow from $960.66 billion in 2021 to $1485.79 billion in 2022 at a compound annual growth rate (CAGR) of 54.7%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2557.38 billion in 2026 at a CAGR of 14.5%.

The recreation market consists of sales of the use of recreational facilities, and recreational services and related goods by entities (organizations, sole traders and partnerships) that provide recreational services. Recreational activities include taking part in sporting activities and visiting museums, historical sites, zoos and parks and also witnessing spectator sports and events. Gambling except casino hotels can also be considered to be part of recreation market.

The main types of recreation are amusements, arts and sports. Sports services provide live sporting events before a paying audience or entities that operate golf courses and country clubs, skiing facilities, marinas, fitness and recreational sports centers, and bowling centers. The different age groups include aged 35 and younger, aged 35-54, aged 55 and older and involves various revenue sources such as media rights, merchandising, tickets and sponsorship.

Asia Pacific was the largest region in the recreation market in 2021. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the recreation market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The recreation market growth is aided by stable economic growth forecasted in many developed and developing countries. The International Monetary Fund (IMF) stated that the global GDP growth was 3.2% in 2019 and 3.5% in 2020. Recovering commodity prices further expected to aid the market growth. Developed economies are also expected to register stable growth during the forecast period. Additionally, emerging markets are expected to continue to grow slightly faster than the developed markets in the forecast period. For instance, India’s GDP grew by 7.2%, whereas China registered GDP growth of 6.0% in 2020. Stable economic growth is expected to in end user markets, thereby driving the market during forecast period. This continued economic growth is expected to increase investments in the end user markets and be a driver of the recreation market as greater affluence allows consumers to visit recreation centers.

Amusement parks are increasingly using virtual and augmented reality technology to provide an immersive experience to customers. Virtual reality is a 3D, computer generated environment which can interact with a person, whereas augmented reality turns an environment into a digital interface by placing virtual objects in the real world. Amusement parks are implementing this technology in rides and theater-based attractions. For instance, Plopsaland De Panne in De Panne, Belgium has a new virtual reality wooden roller coaster called Heidi The Ride, which can reach speeds of more than 43 mph. Amusement park SeaWorld has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. The Weave Breaker coaster brings the reality of jet skiing in an amusement park. Universal Studios have The Walking Dead mazes with augmented reality elements.

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TaDa to Participate in MAC Yerevan Summit

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TaDa Gaming is going to participate in MAC Yerevan summit, one of the industry’s most influential gatherings for affiliate marketing and online gaming professionals, this 26-27 May.

With a strategic plan to: expand its footprint in Eastern and Eurasian markets; strengthen its partner and affiliate network; and demonstrate its 240+ portfolio of performance-driven content and award-winning gamification tools, TaDa will host live demonstrations, interactive play and one-to-one meetings at Stand G10.

In addition, the team will reveal TaDa’s seamless API integration capabilities, data-driven performance insights across key markets and the flexible collaboration models that make TaDa a valuable partner.

Speeding up successful outcomes in the conversion funnel is also critical. TaDa’s approach to Eastern and Eurasian markets has seen the provider expand from a supplier role into a “Growth Partner” for operators.

This has turned TaDa products into high-performance engines for traffic acquisition and business results and seen the company take the award for Game Studio of the Year 2026 at AIBC Eurasia.

Access to high growth markets across the region has been further enhanced by TaDa’s raft of gaming licences including the Romanian ONJN, UKGC and MGA and new player acquisition channels have already opened up for the ambitious content provider.

Visitors to Stand G10 will also be able to discover how TaDa combines its premium product content with integrated marketing strategies to optimise this traffic to amplify brand recognition and player engagement and retention; and to scale affiliate revenue engines.

Ray Lee, Director of Business Development at TaDa Gaming, said: “Our focus is on delivering content that performs. MAC Yerevan provides the ideal environment to connect with forward-thinking operators and affiliates who are looking for scalable, revenue-generating solutions.

“From our unique fish-shooting titles, trademarked slot series and award-winning Crash games, we are delivering next gen gaming that is shaping the future of iGaming. We welcome everyone to visit Stand G10 and find out more.”

The post TaDa to Participate in MAC Yerevan Summit appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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AI

MGA Launches Consultation on AI Gaming Charter

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The Malta Gaming Authority (MGA) has launched a public consultation on a proposed AI Gaming Charter on the Ethical and Responsible Use of Artificial Intelligence.

The Charter has been developed in collaboration with the Malta Digital Innovation Authority (MDIA) and is intended to provide voluntary, principles-based guidance to support the responsible and transparent use of AI within the sector. It is designed to complement existing legal and regulatory frameworks, including the EU Artificial Intelligence Act, while reflecting the specific operational context of the gaming industry.

The post MGA Launches Consultation on AI Gaming Charter appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Admiral Bet

Amusnet Italy Announces New Strategic Partnership with Admiral Bet

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Amusnet Italy has announced a new strategic partnership with Admiral Bet, marking another important milestone in the company’s expansion across key regulated European markets. By collaborating with a trusted and well-established operator, the provider continues to strengthen its presence in Italy.

Through this partnership, Admiral Bet players will gain access to a selection of Amusnet’s most iconic titles, known for their seamless gameplay, high-quality graphics and engaging mechanics. The integration is set to enhance Admiral Bet’s premium casino offering with content that has already proven highly popular among Italian players.

The initial rollout includes several flagship titles, such as the refined appeal of Shining Crown and Extra Crown, the dynamic rewards of 20 Golden Coins and the enduring favourite 20 Super Hot.

“Our collaboration with Admiral Bet represents a valuable opportunity to further strengthen our presence in Italy. It reflects our strong commitment to the market and our ambition to deliver top-tier entertainment to local players,” said Polina Nedyalkova, Director at Amusnet Italy.

“We are delighted to introduce Amusnet’s portfolio on Admiral Bet, further enhancing our content offering with a selection of titles that successfully combine the appeal of classic slot gameplay with refined visuals and intuitive mechanics. This integration represents another step forward in strengthening our product portfolio, allowing us to deliver a well-balanced and high-quality gaming experience that caters to a wide range of player preferences,” said Paolo Marchi, Managing Director of Admiral Bet.

This partnership further underscores Amusnet’s dedication to strengthening its footprint in regulated European markets, combining its leading game development expertise with Admiral Bet’s strong market reach and operational capabilities.

The post Amusnet Italy Announces New Strategic Partnership with Admiral Bet appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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